The Games Market in Korea


July 1, 2006
80 Pages - SKU: PRLR1309762
License type:
Countries covered: North Korea, South Korea

Games Market in Korea an in-depth analysis of the opportunities in the $1 billion plus Korean games market.

With innovative business models, diverse game content and a sophisticated telecommunication infrastructure, the Korean games market has reached a mass market level of success. Companies can draw specific lessons from the Korean games market including revenue models based on micro-transactions to casual games that can be played in a few minutes and appeal to both male and female gamers.

Korea also has an emerging console and mobile games market that is fully covered in this report.

This exclusive report analyzes four major games platforms (online, console, packaged PC and mobile) and provides these key insights:
  • Online, packaged PC, console and mobile games market sizing with forecasts from 2006-2010
  • Discussion and projections for PS3, Wii and Xbox 360
  • Marketing and pricing strategies
  • Drivers and inhibitors to market growth in the console, packaged PC, online and mobile platforms
  • Online business models including an analysis of micro-payments, in-game item sales and unique billing and payment systems
  • Examination of popular casual and MMORPG
  • Profiles of 12 key players including NCsoft, Nexon, Neowiz and Blizzard Korea
  • Ranking of top online titles and publisher market share
  • Internet cafes and their role in the games market
  • Distribution and retail for console and packaged PC
  • Conclusions and strategic recommendations
The Games Market in Korea report helps answer some of these questions:
  • How did games become such a mass market phenomenon in Korea?
  • Which segments (console, online, packaged PC, mobile) contain the most opportunities?
  • Who are the key players in this market and what are their marketing and business strategies?
  • What lessons can be learned from Korea and applied to other companies and markets worldwide?



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